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Import model without animation


mshooter
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mshooter

Hi, 

 

does anyone know how to load a model in GTA without the animations. Just the default model?

 

thanks 

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LeeC22
Posted (edited)
3 hours ago, mshooter said:

Hi, 

 

does anyone know how to load a model in GTA without the animations. Just the default model?

 

thanks 

 

You can't. Every model has an associated clip set and that is applied when the model is loaded. The default pose you see when you view a model in OpenIV is the default pose that model has when it is loaded, which is what is called an A-Pose, because the arms are diagonal instead of horizontal... like in a T-Pose. But the minute they are active in the world, they go into an idle state, causing them to animate slightly.

 

However, we now have the ability to create custom animations, which means you could theoretically create a static T-Pose animation and apply that animation clipset to the model. Or you can simply lock the model's animation in place by forcing a constant animation time to the model, which could hold it in the default A-Pose.

 

There has to be something that tells the skeleton how to orient itself.

Edited by LeeC22
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mshooter

Thank you for replying! :)

The T-pose animation could be a solution. 

 

What I am aiming to do is export a motion sequence using .bvh file format, are you familiar with the .bvh file format? (https://www.cs.cityu.edu.hk/~howard/Teaching/CS4185-5185-2007-SemA/Group12/BVH.html#:~:text=A BVH file contains ASCII,different specifications for subsequent poses.)

I would like to build the skeleton hierarchy but therefore the model needs to be in T-Pose. I am using CodeWalker to check the skeleton hierarchy. 

 

I am confused as there are flags such ash Rotation, Translation and Unk, I do not know what Unk means? 

Do you know if there is a way how I can convert the skeleton hierarchy from the engine to BVH file format? 

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LeeC22
Posted (edited)
1 hour ago, mshooter said:

Thank you for replying! :)

The T-pose animation could be a solution. 

 

What I am aiming to do is export a motion sequence using .bvh file format, are you familiar with the .bvh file format? (https://www.cs.cityu.edu.hk/~howard/Teaching/CS4185-5185-2007-SemA/Group12/BVH.html#:~:text=A BVH file contains ASCII,different specifications for subsequent poses.)

I would like to build the skeleton hierarchy but therefore the model needs to be in T-Pose. I am using CodeWalker to check the skeleton hierarchy. 

 

I am confused as there are flags such ash Rotation, Translation and Unk, I do not know what Unk means? 

Do you know if there is a way how I can convert the skeleton hierarchy from the engine to BVH file format? 

 

There is an animation toolkit called AnimKit that works in Blender as far as I am aware. Using that might give you a better idea of how the values relate to the animation state. I haven't used it because I don't do anything with ped creation and i don't really like Blender. But AnimKit might give you enough information to create a bridge between the BVH format and what AnimKit expects. It's worth looking into because it could literally be a case of getting a conversion tool to convert one format to the other.

 

I am actually surprised that it hasn't already been done given how popular the BVH format is. I used to manually create animations 20+ years ago and it was a painful process, mocap is defintely the way forward. Or maybe it has been done and I just haven't noticed it. I think AnimKit came from the FiveM side of things, so their forums might be a good source of info. As you can see, this site isn't exactly the hub of all things modding... it's pretty dead really for GTAV.

 

Edit: It appears Sollunz for Blender also supports animations as well... just been watching a tutorial on YT.

Edited by LeeC22
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mshooter

I agree, I don’t like Blender that much either 😅
 

I’ll have a go at your suggestions. 
thank you very much! 

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